[SP] The Dark Side of Aperture
Quote from jamesf141 on June 6, 2011, 5:21 pmSo, only a few hours till the competition starts, and a few minutes before I can finally get a decent nights sleep without worrying about bugs!
Thanks to everyone who's downloaded this map before the contest starts in just a few hours - you guys are awesome. Extra special thanks, of course, to xdiesp for pointing out that gaping flaw to me just a minute before I was going to turn in and call it a night! Also, thanks goes to timefiller for the AWESOME gameplay video (Hint: I fixed your little jump tehcnique in v1.1, so it's infinite loops from here on in...) and, of course, to all of you for playing, downloading, or even just visiting this page. Seriously, just seeing so many pageviews makes me SERIOUSLY happy.
Anyway, v1.2 is the last version I'll be releasing prior to the competition - mostly because the competition starts at about 4/5 in the morning here in the good 'ol UK. Its been a hell of a week (which I really should have used to revise for my exams :/) and I have learnt more about Hammer than ever before. I even got over my fear of instances, which was cool. I'm sure I'll continue to release maps after this contest - the response to this has been more than I hoped for (which doesn't say much, really) and I can't wait to get on with a new map.
Thanks again, to all of you.
-jamesf141
So, only a few hours till the competition starts, and a few minutes before I can finally get a decent nights sleep without worrying about bugs!
Thanks to everyone who's downloaded this map before the contest starts in just a few hours - you guys are awesome. Extra special thanks, of course, to xdiesp for pointing out that gaping flaw to me just a minute before I was going to turn in and call it a night! Also, thanks goes to timefiller for the AWESOME gameplay video (Hint: I fixed your little jump tehcnique in v1.1, so it's infinite loops from here on in...) and, of course, to all of you for playing, downloading, or even just visiting this page. Seriously, just seeing so many pageviews makes me SERIOUSLY happy.
Anyway, v1.2 is the last version I'll be releasing prior to the competition - mostly because the competition starts at about 4/5 in the morning here in the good 'ol UK. Its been a hell of a week (which I really should have used to revise for my exams :/) and I have learnt more about Hammer than ever before. I even got over my fear of instances, which was cool. I'm sure I'll continue to release maps after this contest - the response to this has been more than I hoped for (which doesn't say much, really) and I can't wait to get on with a new map.
Thanks again, to all of you.
-jamesf141
Quote from NuclearDuckie on June 15, 2011, 11:09 amWhile it seems you were going for the feel of a "continuous line of fast puzzles", I found it a bit jarring how quickly you were constantly thrown into the next part, especially when you weren't always sure how exactly you solved the previous one.
Nevertheless, it came out quite well overall, and the dark, near-claustrophobic chambers made it feel unique. I didn't ever find myself getting too stuck, and the last puzzle in particular was quite satisfying to solve.
While it seems you were going for the feel of a "continuous line of fast puzzles", I found it a bit jarring how quickly you were constantly thrown into the next part, especially when you weren't always sure how exactly you solved the previous one.
Nevertheless, it came out quite well overall, and the dark, near-claustrophobic chambers made it feel unique. I didn't ever find myself getting too stuck, and the last puzzle in particular was quite satisfying to solve.
Quote from Djinndrache on June 28, 2011, 6:17 amI'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:nXkrUDO1pb0
(Link: http://www.youtube.com/watch?v=nXkrUDO1pb0)Also note the video description for more feedback and my signature for additional project information.
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:
nXkrUDO1pb0
(Link: http://www.youtube.com/watch?v=nXkrUDO1pb0)
Also note the video description for more feedback and my signature for additional project information.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from jamesf141 on July 3, 2011, 5:50 amNuclearDuckie wrote:While it seems you were going for the feel of a "continuous line of fast puzzles", I found it a bit jarring how quickly you were constantly thrown into the next part, especially when you weren't always sure how exactly you solved the previous one.Yeah, because I only found out about the contest with a week to go (and, of course, I hadn't used the portal 2 editor much) I was learning most of it as I went along; because of this, I couldn't really do grand, large puzzles - instead, I concentrated on small, quick-fire tests that allowed me to learn the different techniques without over-complicating the map.
NuclearDuckie wrote:Nevertheless, it came out quite well overall, and the dark, near-claustrophobic chambers made it feel unique. I didn't ever find myself getting too stuck, and the last puzzle in particular was quite satisfying to solve.Originally, I hadn't intended for a claustrophobic feel. It took me a few days to work out why my lighting wasn't working (a leak I hadn't noticed, and still have no clue where it is...) But when I managed to get the lighting working, the random placement of light entities had given the map such a claustrophobic and eerie feel I just decided to keep going with that - I made the second test more rooms, just to keep the enclosed space feel. And I'm glad you liked the last puzzle - it ties with the first for me as favourite puzzle to create
Yeah, because I only found out about the contest with a week to go (and, of course, I hadn't used the portal 2 editor much) I was learning most of it as I went along; because of this, I couldn't really do grand, large puzzles - instead, I concentrated on small, quick-fire tests that allowed me to learn the different techniques without over-complicating the map.
Originally, I hadn't intended for a claustrophobic feel. It took me a few days to work out why my lighting wasn't working (a leak I hadn't noticed, and still have no clue where it is...) But when I managed to get the lighting working, the random placement of light entities had given the map such a claustrophobic and eerie feel I just decided to keep going with that - I made the second test more rooms, just to keep the enclosed space feel. And I'm glad you liked the last puzzle - it ties with the first for me as favourite puzzle to create ![]()
Quote from jamesf141 on July 3, 2011, 6:09 amDjinndrache wrote:I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.One thing I've noted about how other people understand the map is the lack of infinite loops D:
Also, you're playing an older version of the map. I've checked the download from here, and it's the final version. Did you download it a while ago?
One thing I've noted about how other people understand the map is the lack of infinite loops D:
Also, you're playing an older version of the map. I've checked the download from here, and it's the final version. Did you download it a while ago?
Quote from satchmo on August 11, 2011, 10:56 amI think the use of L4D hints is inappropriate for Portal 2.
At the same time, the lack of indicator lights makes the puzzles unnecessarily confusing.
I suggest replacing the L4D hints with indicator lights.
And the random placement of light entities without any apparent light source bothers me too.
I think the use of L4D hints is inappropriate for Portal 2.
At the same time, the lack of indicator lights makes the puzzles unnecessarily confusing.
I suggest replacing the L4D hints with indicator lights.
And the random placement of light entities without any apparent light source bothers me too.
Vengeance
Olympic
[SP] Interception
Interception PeTI
Herman
Uprise
Unified
Quote from jamesf141 on August 26, 2011, 9:42 amsatchmo wrote:I suggest replacing the L4D hints with indicator lights.And the random placement of light entities without any apparent light source bothers me too.
Thanks for the feedback - I haven't touched this map in a while, as it's whole purpose was to be an entry into the mapping contest. Since that's now over, I've moved on to other things (the most important of which has, of course, been implementing proper lighting into maps and adding indicator lights) and so haven't really thought about editing this one.
Originally, I only placed lights randomly while still trying to get them to work - it took me ages to realise there was a micro leak in my map, and that was why the lights weren't compiling. After I discovered this, I found the effect of the lights quite startling, but rather than rework them all, I decided to theme the map around the eerie lighting they created. Had I known more about creating lighting and how to use instances (something I learned only whilst creating the map's final room) the end result would have looked very different.
And I don't recall including any kind of hints at all, let alone L4D ones - could you elaborate, please?
Again, thanks for the feedback, and if I find time between working on other projects, I'll try and add indicator lights.
EDIT: Having checked VDC, I'm assuming you mean the arrows and text that appear on-screen? These have always come up for me, without me actually putting them in, both in Portal 2 and whilst making custom maps for Portal 2. Is there a way to stop them appearing? They do annoy me a lot.
And the random placement of light entities without any apparent light source bothers me too.
Thanks for the feedback - I haven't touched this map in a while, as it's whole purpose was to be an entry into the mapping contest. Since that's now over, I've moved on to other things (the most important of which has, of course, been implementing proper lighting into maps and adding indicator lights) and so haven't really thought about editing this one.
Originally, I only placed lights randomly while still trying to get them to work - it took me ages to realise there was a micro leak in my map, and that was why the lights weren't compiling. After I discovered this, I found the effect of the lights quite startling, but rather than rework them all, I decided to theme the map around the eerie lighting they created. Had I known more about creating lighting and how to use instances (something I learned only whilst creating the map's final room) the end result would have looked very different.
And I don't recall including any kind of hints at all, let alone L4D ones - could you elaborate, please?
Again, thanks for the feedback, and if I find time between working on other projects, I'll try and add indicator lights.
EDIT: Having checked VDC, I'm assuming you mean the arrows and text that appear on-screen? These have always come up for me, without me actually putting them in, both in Portal 2 and whilst making custom maps for Portal 2. Is there a way to stop them appearing? They do annoy me a lot.
Quote from KennKong on December 1, 2011, 8:18 pmI have often complained about maps having tiny puzzles in huge rooms. Not here! This map should have been named Claustrophilia (the love of small spaces). Unfortunately, because the puzzles elements are so linear, it ended up feeling like being squeezed through a sausage grinder rather than finding a solution. Or like a rat scurrying through the walls of AS, finding little bits of cheese along the way.
Your deserve credit for having successfully created a new look without losing the essence of Aperture Science. But the puzzle elements were so weak that overall, I give it just 3/5.
I have often complained about maps having tiny puzzles in huge rooms. Not here! This map should have been named Claustrophilia (the love of small spaces). Unfortunately, because the puzzles elements are so linear, it ended up feeling like being squeezed through a sausage grinder rather than finding a solution. Or like a rat scurrying through the walls of AS, finding little bits of cheese along the way.
Your deserve credit for having successfully created a new look without losing the essence of Aperture Science. But the puzzle elements were so weak that overall, I give it just 3/5.
[spoiler]My YouTube Channel: Please subscribe!
My Steam Workshop Check out my collections for some good maps
Basic Mod for playing .vpk files Needs to be updated for dlc2, but still works[/spoiler]
Quote from mouse on February 8, 2012, 9:48 amThis map is good and you should feel good.
This map is good and you should feel good.
[spoiler]It was barely funny in single player and even less funny when you do it. Knock it off.[/spoiler]
